Martial Archetype
At 3rd level, a fighter gains the Martial Archetype feature, which offers you the choice of a subclass. The Field Medic and the Missileman are options available to a fighter making that choice.
Field Medic
When a warrior isn't slaying dragons or rescuing damsels from towers, he or she will likely serve as a member of a nation's army. While this title is much less likely to attract fame or notoriety, it is crucial for the security of any nation, and a honorable way to earn a living. However, even among a faceless army, there are those whose feats often go unsung by bards and historians: the medics. Field medics compose the backbone of any military force worth its salt, treating the wounds of their allies and helping to ensure that they make it home in one piece after a war.
While these soldiers spend the majority of their time treating the sick and injured alongside priests and the odd druid, they are still soldiers just like those in the front lines. They serve as the final line of defense for their army in the case where a hostile agent manages to sneak through and target the vulnerable back lines. And may the gods have mercy on any who underestimate these soldiers, as their unique understanding of anatomy can render them even more deadly than their front-liner peers when their backs are up against a wall.
Medical Adept
3rd-level Field Medic feature
When you choose this archetype at 3rd level, you become adept at treating wounds and sickness. You gain proficiency in the Medicine skill and in the use of Herbalism Kits.
Additionally, you can spend 1 hour foraging for medicinal herbs and ingredients to craft a Healer's Kit. You can do this during a short or long rest, provided that you are in an area with ample plant life. Healer's Kits created in this way are too crude to be sold to most vendors, and will go bad if they are not used within 24 hours.
Field Medicine
3rd-level Field Medic feature
Also at 3rd level, you can treat the wounds of your allies on the battlefield. As an action, you can spend 1 use of a held Healer's Kit and choose one creature you can see and touch. If that creature is not a construct or undead, it can spend and roll a number of hit dice up to your Wisdom modifier. For each hit die spent, the creature regains hit points equal to the number rolled plus its Constitution modifier plus your Wisdom modifier. You can end one effect causing the creature to be paralyzed, poisoned, or stunned when you use this feature. The creature cannot benefit from this feature again until it finishes a short or long rest.
Art: 'Frontline Medic' MtG Art from Gatecrash by Willian Murai
Surgeon's Eye
7th-level Field Medic feature
At 7th level, you are able to perform cursory medical evaluations on the fly. As a bonus action, you can choose one creature you can see within 10 feet of you. Make a Wisdom (Medicine) check contested against the target's Constitution (Deception) check. On a success, you glean insight into the creature's anatomy. During this time, your attacks against the target score a critical hit on a roll of 19 or 20, and you have advantage on the first attack roll you make against the target each turn. Furthermore, you learn if the target is sick or diseased, and any damage immunities, resistances, or vulnerabilities possessed by the target.
This effect lasts for 1 minute or until you use this feature again. If a creature beats your check, you can't target it again using this feature for 24 hours.
Pharmacologist
10th-level Field Medic feature
When you reach 10th level, your medical knowledge becomes more refined. Your proficiency bonus is doubled for any ability check you make that uses your proficiency in the Medicine skill. You must not already be benefiting from a feature, such as Expertise, that doubles your proficiency bonus with this skill.
Additionally, at the end of each long rest, if you have access to an Herbalism Kit, you can attempt to prepare a special medicine using herbs you have collected. Make a DC 20 Wisdom (Medicine) check. On a success, you prepare a special medicine. When consumed, this medicine heals a creature for 2d4+2 hit points, and grants resistance to poison damage and advantage on saving throws made against being poisoned for the next hour. At 18th level, the healing provided by this medicine becomes 4d4+4.
Unused medicine will go bad after a number of days equal to your proficiency bonus.
Art: 'Ard Feainn Crossbowman' by Oleksandr Kozachenko on gwent.one
Resuscitate
15th-level Field Medic feature
At 15th level, your medical expertise grants you the ability to wrench your allies back from the grip of death. As an action, you can spend 1 use of a held Healer's Kit to make a DC 25 Wisdom (Medicine) check targeting a dead creature you can see and touch. The dead creature must not be an undead or construct, must have died within the past minute, must not have died of old age, and must have died with at least 1 hit die remaining. On a success, the creature returns to life and spends 1 hit die, regaining a number of hit points equal to the number rolled plus its Constitution modifier plus your Wisdom modifier. This feature does not restore missing or damaged body parts or cure any sickness or disease afflicting the target. The target can't be revived in this way again until it finishes a short or long rest.
Doctor of War
18th-level Field Medic feature
At 18th level, your knowledge of anatomy and medicine is unparalleled. You gain the following benefits:
- When you make a Wisdom (Medicine) check, you can treat a d20 roll of 9 or lower as a 10.
- You can use a held Healer's Kit to stabilize a dying creature as a bonus action.
- When you use your Field Medicine, you can spend 1 extra use of your Healer's Kit to make a Wisdom (Medicine) check. The target gains temporary hit points equal to the roll. Any unspent temporary hit points are lost after 1 hour.
- When you use your Surgeon's Eye and succeed, your attacks against the target score a critical hit on a roll of 18, 19, or 20 for the duration of the effect.
Missileman
Archers are valuable assets in any army, providing cover for their allies and attacking their foes from a distance. However, archery units suffer a fatal weakness: they struggle to defend themselves in an enemy unit manages to approach and attack them in close-quarters combat. In response to this shortcoming, a special training regiment was developed to train archers in the art of using their weapons effectively no matter the distance of the enemy. The elite archers who complete this training are known as Missilemen.
Missilemen are difficult to train and highly valued in warfare. They remain effective at all distances, raining bolts and arrows upon their targets as they approach as well as once they arrive. In fact, the training focuses so much on close-quarters combat that it is often safer to keep your distance from these marksmen. Fighting them is the ultimate lose-lose scenario; keep your distance and get picked off by a rain of missiles, or approach and subject your troops to even more potent attacks.
Marksman
3rd level Missileman feature
When you choose this Archetype at 3rd level, you gain expertise in the use of ranged weaponry. Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls, and your ranged weapon attacks ignore half and three-quarters cover.
Additionally, you can ignore the loading property of weapons with which you are proficient.
Point Blank
3rd level Missileman feature
You learn to take advantage of your target when you are in close quarters with it. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged weapon attack rolls.
Additionally, once during your turn when you hit a creature within 5 feet of you with a ranged weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the attack's damage roll.
Keen Sight
7th level Missileman feature
You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you, and you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks involving sight.
Evasion
10th level Missileman feature
Beginning at 10th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Rapid Fire
15th level Missileman feature
When you take the Attack action on your turn and attack using a ranged weapon, you can make an additional ranged attack using that weapon as a bonus action.
Called Shots
18th level Missileman feature
At 18th level, you can call your shots to deliver greater damage. Once during your turn when you target a creature with a ranged weapon attack, you can choose to call the shot. If the attack hits, the target has vulnerability to the damage dealt by the attack.
Art: 'An Autumn War' by zippo514 on deviantart.com